Mist and stealth
CombatCrouched stealth target interpolates from 0.5+0.5*lightFactor to 0.2+0.4*lightFactor by sneak skill, clamps, applies status modifiers and clamps again. Current stealth approaches its target at dt/4; targets update after half-second checks. Character vision requires base range and range*stealth, view angle unless alerted, unobstructed rays and unblocked mist unless mist vision. Hearing also needs distance strictly below noise range; interiors cap hearing range at twelve metres. Mist inclusion checks sphere distance and vertical height. Demisters use native particle force-field geometry; following-status offsets are not clearing radii.
Scope of the calculation
Demister configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Mister configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Mister configuration 2
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Mister configuration 3
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Mister configuration 4
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Mister configuration 5
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Mister configuration 6
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Mister configuration 7
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Mister configuration 8
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Mister configuration 9
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Mister configuration 10
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Active lighting normalization
Selected from the enabled canonical main-scene system. Native light/shadow sampling supplies the actual light level; these bounds normalize it.

